The USF at-gun has horrible penetration. It's only redeeming factor is that the take aim ability is pretty amazing, enhancing range, vision, and ROF(?).
My suggestion is that at Vet 2 or Vet 3 the AP round ability decrease cost from 60 to 30 munitions. Munitions in the late game is pretty hard for USF to come by, between nades, upgrading rifles, and using abilities. Every activation of AP rounds is a bar lost. And even getting a USF at gun to Vet 2 or 3 is pretty challenging.
I think this change would help a unit that's close to being balanced, actually be balanced without being too effective.
I was thinking about suggesting that AP rounds be free at Vet 3, but that might be too powerful.
